Gestalt games are hilarious, and this is coming from myself that ran a live gestalt game. Having the DM being vague about what is going to happen only adds to the suspense, and I just love it when DMs keep everything close to their chests.

I suppose what I mean to say is that some hints might help with the creation of a character. Without really knowing the state of the world we're to be playing in, it can be a bit difficult to give a race, class, or individual any real meaningful context.

Then there are the little mechanical things, such as whether certain enemy types will ever make an appearance. There are a few classes in the Book of Vile Darkness, for example, that deal with slaying and combating Aberrations, which becomes rather useless if the campaign never encounters any. Of course, that could simply raise some interesting moments of its own--how will a warrior dedicated to hunting a single type of foe adapt to being faced with ones he has no experience with?

Those sorts of questions are best asked via private message. It would only be proper to want to know of certain enemy types will at least make a appearance. I just like to make characters that can appear anywhere, and that helps the DM start off more easily.

Fair enough. Ultha, if you could shoot me a message with any pertinent details that you're willing to share I would be profoundly appreciative.

However, I feel a basic outline of the setting would be important for everyone to know, so at the very least we know which races or classes are liable to simply be run out of town and adjust or prepare accordingly. Context is very important for every game, and while generalized characters that are versatile enough to fit into any storytelling niche can be useful, wanting to build a character out from the foundation that the setting provides is equally valid.

I might be interested in this sort of thing. Gestalt is when you take two class levels per level up, correct?

Have you decided between rolling for stats or a point buy system?

And while I'm peppering you with questions anyway, do you already have an idea of what you want to accomplish with this game in terms of plot? I'm a bit leery about games with too many vagaries about them, particularly when the characters involved will be quite a step above the usual adventurer progression.

Gestalt is more like you take the best parts of two classes when you level up. you don't get like 2 base attack each level if you went fighter/barbarian just the better which in this case is 1. I should have bee more clear about stats. It's you choice individually some players can roll other can use the point buy. they both are about the same in power it's just rolling is more fun and make it more random.

I suppose what I mean to say is that some hints might help with the creation of a character. Without really knowing the state of the world we're to be playing in, it can be a bit difficult to give a race, class, or individual any real meaningful context.

Then there are the little mechanical things, such as whether certain enemy types will ever make an appearance. There are a few classes in the Book of Vile Darkness, for example, that deal with slaying and combating Aberrations, which becomes rather useless if the campaign never encounters any. Of course, that could simply raise some interesting moments of its own--how will a warrior dedicated to hunting a single type of foe adapt to being faced with ones he has no experience with?

A bit of perspective might make things easier, is all.

Ah, context of the world was cover slightly. Basically what I was trying to say is everything exists. Somethings might be localized to certain areas or planes, but nothing is really that out of the ordinary. Example: say your a changeling which is from the Eberron setting. An area in the material plane has the setting of Eberron, but we might not start there. However people in other areas still know what changelings are. A dialogue from a NPC about you being a changeling might go something like this "Ah, so your a changeling. We don't get many of those around here... I think, it's hard to tell with them changing their faces and whatnot."

As for what type of monster to expect I'm not telling, so expect everything

Fair enough. Ultha, if you could shoot me a message with any pertinent details that you're willing to share I would be profoundly appreciative.

However, I feel a basic outline of the setting would be important for everyone to know, so at the very least we know which races or classes are liable to simply be run out of town and adjust or prepare accordingly. Context is very important for every game, and while generalized characters that are versatile enough to fit into any storytelling niche can be useful, wanting to build a character out from the foundation that the setting provides is equally valid.

Being run out of town depends on what and where you are. Most people will be wary of monster races, but you won't get run out of a town for that. The only time I see a player being excluded from a town for only his race/class is if that town is made up of a race that has a particular problem with them. Like trying to enter a Illumain cabal as a Githyanki

Edit:I thought of a better way of expressing my thoughts... MAKE WHATEVER THE HELL YOU WANT! THINGS WILL WORKOUT FINE!! TRUST ME!!!

So what you're saying is that the world itself is essentially a gestalt as well, of all the various D&D realms? Alright, I can work with that.

Now how about plot? Obviously I'm not asking you what the plot is, but knowing that the DM has some sort of plan beyond meeting up in a tavern and winging it from there is generally reassuring. A sandbox game is good in theory, but as online campaigns already have a sad reputation of not getting off the ground I'm afraid that it might just fizzle out before it gets a chance to pick up steam.

So what you're saying is that the world itself is essentially a gestalt as well, of all the various D&D realms? Alright, I can work with that.

Now how about plot? Obviously I'm not asking you what the plot is, but knowing that the DM has some sort of plan beyond meeting up in a tavern and winging it from there is generally reassuring. A sandbox game is good in theory, but as online campaigns already have a sad reputation of not getting off the ground I'm afraid that it might just fizzle out before it gets a chance to pick up steam.

Fine here the first plot hook:Targas is a small sea town but plays an important role in importing exotic goods from the east. As it's the only place for a harbor on this side of the continent. Most of the east coast is high cliffs, or cut off by mountains. Through the Targas' port was the safest was to import from the east, or it was. There used to be safe travels through a forest that laid between two mountain ranges. But as of late strange monsters have been appearing in these woods cutting off trade and travel.

You're just jealous that your character, with her measly constitution, couldn't possibly last as long in the sack as St. Codin.

I wouldn't annoy her too much, she can one hit kill anyone in this party. Even you with your 71 hp. Can you even use your psionics while in rage? It is a neat gestalt combo, just not as hilarious as duskblade/wizard.

2/6 sheets are finished so far, but feel free to take your time. I'll just come up with more fun combat encounters while I wait. On an unrelated note, the Tarrasque is in the first monster manual, right?